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New to skinning

Posted: Wed Mar 25, 2015 2:56 am
by Karmarie Zar
So I've recently looked into creating my own skin, instead of trying to bug anybody about it and I was wondering are there any tutorials or program's I should be using for a beginner ? and does anybody have any ideas on what attire an initiate would wear ?

Re: New to skinning

Posted: Wed Mar 25, 2015 3:01 am
by Silas Vir'n
An Initiate would be given traditional attire. A tunic, a helmet and a belt; as well as your datapad, lightsaber etc. The programs you'll require are PakScape, Photoshop (or an image editing program) and Modview. Keep it simple and realistic.

>This< thread would be useful to get you started.

Re: New to skinning

Posted: Wed Mar 25, 2015 3:05 am
by Karmarie Zar
Alrighty , thanks hopefully I won't shoot myself over this, if I get stuck I be sure to ask around and put my new Skype info here.

Re: New to skinning

Posted: Wed Mar 25, 2015 3:10 am
by Karmarie Zar
Last question, is there a decent model, for young kids I can base my character of ?

Re: New to skinning

Posted: Wed Mar 25, 2015 3:43 am
by Silas Vir'n
The youngling model you're currently using works best for your age but the choice is ultimately yours. It's your character.

Re: New to skinning

Posted: Wed Mar 25, 2015 11:29 am
by Saburine Eldahna
At age about 13 is mostly when people transition from the youngling model to an older one!

Re: New to skinning

Posted: Wed Mar 25, 2015 11:49 am
by Karmarie Zar
Alrighty, and is there a place for any template for Tunics ?

Re: New to skinning

Posted: Wed Mar 25, 2015 12:02 pm
by Zander-Bo Umra
That I'm not too sure about, but any adult model tunics you could probably get from spanki's customization packs n terms of textures. They're available in plain too.

Re: New to skinning

Posted: Wed Mar 25, 2015 12:04 pm
by Karmarie Zar
Sounds good, thanks Zander!

Re: New to skinning

Posted: Wed Mar 25, 2015 12:06 pm
by Evanin Dawnstar
Here's my model_standard.skin file with Hooded and robed varients so you have a base line for your own and can see the differences to enable and disable the hoods for the robe, you just edit the "_standard" to whatever you are naming the 'varient' such as "model_test" so ingame you'd type "/model karm/test" to load that file.
Also you alter any line in the skin file that has /players/<name>/<folder(optional)>/<body part>.tga to include your model name, the name of the folder where the image is located so the game knows what to load and the name of the body part such as "head_face_c.tga" for example, though you'll only need the one head for every skin unless you're a fashion icon like Sab who needs multiple hair styles :P
model_standard wrote:head,models/players/evanin/head_face_a.tga
head_hair,*off
head_hair2,*off
head_hair3,models/players/evanin/head_face_a.tga
head_hair3b,*off
head_e2braid,*off
head_e2tail,*off
head_eyes,models/players/evanin/mouth_eyes_blue.tga
head_back,models/players/evanin/head_face_a.tga
head_robe_hood,*off
head_cap_torso_off,models/players/evanin/caps.tga

torso,models/players/evanin/standard/torso.tga
hips_belt,models/players/evanin/standard/torso.tga
hips,models/players/evanin/standard/hips.tga
torso_cap_head_off,models/players/evanin/caps.tga
torso_cap_hips_off,models/players/evanin/caps.tga
hips_cap_torso_off,models/players/evanin/caps.tga

r_shoulder,*off
r_arm,*off
r_hand,models/players/evanin/standard/arms.tga
torso_cap_r_arm_off,*off
r_arm_cap_r_hand_off,*off
r_arm_cap_torso_off,*off
r_hand_cap_r_arm_off,*off

l_shoulder,models/players/evanin/standard/arms.tga
l_arm,models/players/evanin/standard/arms.tga
l_hand,models/players/evanin/standard/arms.tga
torso_cap_l_arm_off,models/players/evanin/caps.tga
l_hand_cap_l_arm_off,models/players/evanin/caps.tga
l_arm_cap_l_hand_off,models/players/evanin/caps.tga
l_arm_cap_torso_off,models/players/evanin/caps.tga

l_gloveshoulder,*off
l_glovearm,*off
l_glovehand,*off
l_glovehand_cap_l_glovearm,*off
l_glovearm_cap_l_glovehand,*off
l_glovearm_cap_torso,*off
torso_cap_l_glovearm,*off

r_altshoulder,models/players/evanin/standard/arms.tga
r_altarm,models/players/evanin/standard/arms.tga
r_althand,*off
r_althand_cap_r_altarm,models/players/evanin/caps.tga
r_altarm_cap_r_althand,*off
r_altarm_cap_torso,models/players/evanin/caps.tga
torso_cap_r_altarm,models/players/evanin/caps.tga
model_standard_r wrote:head,models/players/evanin/head_face_a.tga
head_hair,*off
head_hair2,*off
head_hair3,models/players/evanin/head_face_a.tga
head_hair3b,*off
head_e2braid,*off
head_e2tail,*off
head_eyes,models/players/evanin/mouth_eyes_blue.tga
head_back,models/players/evanin/head_face_a.tga
head_robe_hood,*off
head_cap_torso_off,models/players/evanin/caps.tga

torso,models/players/evanin/standard/torso.tga
hips_belt,models/players/evanin/standard/torso.tga
hips,models/players/evanin/standard/hips.tga
torso_cap_head_off,models/players/evanin/caps.tga
torso_cap_hips_off,models/players/evanin/caps.tga
hips_cap_torso_off,models/players/evanin/caps.tga

r_shoulder,*off
r_arm,*off
r_hand,models/players/evanin/standard/arms.tga
torso_cap_r_arm_off,*off
r_arm_cap_r_hand_off,*off
r_arm_cap_torso_off,*off
r_hand_cap_r_arm_off,*off

l_shoulder,models/players/evanin/standard/arms.tga
l_arm,models/players/evanin/standard/arms.tga
l_hand,models/players/evanin/standard/arms.tga
torso_cap_l_arm_off,models/players/evanin/caps.tga
l_hand_cap_l_arm_off,models/players/evanin/caps.tga
l_arm_cap_l_hand_off,models/players/evanin/caps.tga
l_arm_cap_torso_off,models/players/evanin/caps.tga

l_gloveshoulder,*off
l_glovearm,*off
l_glovehand,*off
l_glovehand_cap_l_glovearm,*off
l_glovearm_cap_l_glovehand,*off
l_glovearm_cap_torso,*off
torso_cap_l_glovearm,*off

r_altshoulder,models/players/evanin/standard/arms.tga
r_altarm,models/players/evanin/standard/arms.tga
r_althand,*off
r_althand_cap_r_altarm,models/players/evanin/caps.tga
r_altarm_cap_r_althand,*off
r_altarm_cap_torso,models/players/evanin/caps.tga
torso_cap_r_altarm,models/players/evanin/caps.tga
model_standard_h wrote:head,models/players/evanin/head_face_a.tga
head_hair,*off
head_hair2,*off
head_hair3,*off
head_hair3b,*off
head_e2braid,*off
head_e2tail,*off
head_eyes,models/players/evanin/mouth_eyes_blue.tga
head_back,*off
head_robe_hood,models/players/evanin/standard/hood
head_cap_torso_off,models/players/evanin/caps.tga

torso,*off
hips_belt,models/players/evanin/standard/Torso.tga
hips,models/players/evanin/standard/Hips.tga
torso_cap_head_off,models/players/evanin/caps.tga
torso_cap_hips_off,models/players/evanin/caps.tga
hips_cap_torso_off,models/players/evanin/caps.tga

r_shoulder,*off
r_arm,*off
r_hand,models/players/evanin/standard/Arms.tga
torso_cap_r_arm_off,*off
r_arm_cap_r_hand_off,*off
r_arm_cap_torso_off,*off
r_hand_cap_r_arm_off,*off

l_shoulder,*off
l_arm,*off
l_hand,models/players/evanin/standard/Arms.tga
torso_cap_l_arm_off,*off
l_hand_cap_l_arm_off,*off
l_arm_cap_l_hand_off,*off
l_arm_cap_torso_off,*off

l_gloveshoulder,*off
l_glovearm,*off
l_glovehand,*off
l_glovehand_cap_l_glovearm,*off
l_glovearm_cap_l_glovehand,*off
l_glovearm_cap_torso,*off
torso_cap_l_glovearm,*off

r_altshoulder,*off
r_altarm,*off
r_althand,*off
r_althand_cap_r_altarm,*off
r_altarm_cap_r_althand,*off
r_altarm_cap_torso,*off
torso_cap_r_altarm,*off

hips2,models/players/evanin/standard/Hips.tga
hips_belt2,models/players/evanin/standard/Torso.tga
torso2,models/players/evanin/standard/Torso.tga
r_altarm2,*off
l_arm2,models/players/evanin/standard/Arms.tga

torso_robe,models/players/evanin/standard/Robe.tga
hips_robe,models/players/evanin/standard/Robe.tga
l_shoulder_robe,models/players/evanin/standard/robe.tga
r_shoulder_robe,models/players/evanin/standard/robe.tga
torso_robe_hood,models/players/evanin/standard/Hood.tga
r_arm_robe,models/players/evanin/standard/robe.tga
l_arm_robe,models/players/evanin/standard/robe.tga
head_robe_hood,players/evanin/standard/hood.tga
hips_robecap_torso,models/players/evanin/Robe_Caps.tga
torso_robecap_head,models/players/evanin/Robe_Caps.tga
torso_robecap_hips,models/players/evanin/Robe_Caps.tga
l_shoulder_robecap,models/players/evanin/Robe_Caps.tga
r_shoulder_robecap,models/players/evanin/Robe_Caps.tga
r_arm_robecap,models/players/evanin/Robe_Caps.tga
l_arm_robecap,models/players/evanin/Robe_Caps.tga

hips_legs_l,models/players/evanin/standard/Boots.tga
hips_legs_r,models/players/evanin/standard/Boots.tga
r_leg,models/players/evanin/standard/Boots.tga
l_leg,models/players/evanin/standard/Boots.tga

r_leg_cap_hips_off,models/players/evanin/caps.tga
l_leg_cap_hips_off,models/players/evanin/caps.tga
hips_cap_l_leg_off,models/players/evanin/caps.tga
hips_cap_r_leg_off,models/players/evanin/caps.tga

Re: New to skinning

Posted: Wed Mar 25, 2015 12:08 pm
by Karmarie Zar
Evanin, you beast! Thanks :D

Re: New to skinning

Posted: Wed Mar 25, 2015 12:12 pm
by Evanin Dawnstar
For adding/editting custom sounds for your character I refer you to This topic by myself for help.

For holster.cfg files look here

An example of my holster that sets all hilts to the left hip facing upside down similar to the movies AND also disables/hides any guns you might be holding so they are hidden from your belt and not cluttering your view of the character, experiment with the locations till you find one you like using the galaxy server to test your skin till you're certain everything is in working order.

Code: Select all

//==========================================================================================
//This file contains configuration data for attaching holstered weapons on this playermodel.
//When used in conjuncture with the holster debug system, you can configure the holster weapons
//to be anywhere on the playermodel's body.
//
//
//
//	Possible HolsterTypes (Use numerical values when using rpc_debugHolsteredWeapons):
//	1 = HLR_SINGLESABER_1,			//first single saber
//	2 = HLR_SINGLESABER_2,			//second single saber
//	3 = HLR_SINGLESABER_1_IDLEINBACK	//first single saber, idle in back
//	4 = HLR_SINGLESABER_2_IDLEINBACK	//second single saber, idle in back
//	5 = HLR_STAFFSABER,			//staff saber
//	6 = HLR_PISTOL_L,			//left hip blaster pistol
//	7 = HLR_PISTOL_R,			//right hip blaster pistol
//	8 = HLR_BLASTER_L,			//left hip blaster rifle
//	9 = HLR_BLASTER_R,			//right hip blaster rifle
//	10 = HLR_BRYARPISTOL_L,			//left hip bryer pistol
//	11 = HLR_BRYARPISTOL_R,			//right hip bryer pistol
//	12 = HLR_BOWCASTER,			//bowcaster
//	13 = HLR_ROCKET_LAUNCHER,		//rocket launcher
//	14 = HLR_DEMP2,				//demp2
//	15 = HLR_CONCUSSION,			//concussion
//	16 = HLR_REPEATER,			//repeater
//	17 = HLR_FLECHETTE,			//flechette
//	18 = HLR_DISRUPTOR,			//disruptor
//
//	
//	Possible boneIndexes (Use numerical values when using rpc_debugHolsteredWeapons_boneIndex):
//	Note:  Use "disabled" (without the quotes) or HOLSTER_NONE if you want to disable 
//	       the rendering of that particular holster weapon.
//  	0 = HOLSTER_NONE, 	//no bone, don't display holster weapon
//  	1 = HOLSTER_UPPERBACK,	
//  	2 = HOLSTER_LOWERBACK,
//  	3 = HOLSTER_LEFTHIP,
//	4 = HOLSTER_RIGHTHIP,
//
//	Holster Weapon Groups and Priorities:
//
//	Single handed lightsabers always appear (defaultly placed on the thighs).
//
//	Blaster weapons (pistols and blasters) can appear in both the right and left holster
//	positions (defaulting to the left and right hips), but the same weapon will never appear in 
//	both positions at the same time.
//		Priority:
//			Blaster
//			Pistol
//			Bryar Pistol
//
//
//	The larger weapons are stuck in the same location (normally on the back).
//		Priority:
//			Staff Saber
//			Rocket Launcher
//			Concussion Rifle
//			Repeater
//			Flechette
//			Disruptor
//			Bowcaster
//			Demp 2
//
//
//HOLSTER DATA FORMAT TEMPLATE
//{
//	//name of holster weapon 
//	holsterType HLR_PISTOL_R
//
//	//Indicates which part of the player body that this weapon is offset from.  The
//	//holster system uses this body part for the initial positional/angular data of this
//	//holster weapon.
//	//This can also be used to completely disable the rendering of this holster position.
//	boneIndex HOLSTER_RIGHTHIP 
//
//	//Where in relation to the body part should the weapon be.  Determining this position
//	//is VERY tricky because the directions are dictated in terms of the current orientation
//	//of the body part.
//	posOffset "3.5, 3.5, 0"
//
//	//How the weapon should be rotated in relation to the body part's orientation.
//	angOffset "90, 0, 0"
//}
//
//==========================================================================================


{
	holsterType HLR_SINGLESABER_1
	boneIndex HOLSTER_LOWERBACK 
	posOffset "-4, 4.5, -5"
	angOffset "180, 0, 0"
}


{
	holsterType HLR_SINGLESABER_2
	boneIndex HOLSTER_LOWERBACK 
	posOffset "-5, 3.4, -5"
	angOffset "180, 0, 0"
}

{
	holsterType HLR_SINGLESABER_1_IDLEINBACK
	boneIndex HOLSTER_UPPERBACK 
	posOffset "-5.5, -2, 0"
	angOffset "-60, 0, 0"
}

{
	holsterType HLR_SINGLESABER_2_IDLEINBACK
	boneIndex HOLSTER_UPPERBACK 
	posOffset "-5.5, -2, 0"
	angOffset "-120, 0, 0"
}

{
	holsterType HLR_STAFFSABER
	boneIndex HOLSTER_LOWERBACK 
	posOffset "-5.8, 5, -5.4"
	angOffset "182, 160, -10"
}

{
	holsterType HLR_PISTOL_L
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}

{
	holsterType HLR_PISTOL_R
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}

{
	holsterType HLR_BLASTER_L
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}

{
	holsterType HLR_BLASTER_R
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}

{
	holsterType HLR_BRYARPISTOL_L
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}

{
	holsterType HLR_BRYARPISTOL_R
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}

{
	holsterType HLR_BOWCASTER
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}

{
	holsterType HLR_ROCKET_LAUNCHER
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}

{
	holsterType HLR_DEMP2
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}

{
	holsterType HLR_CONCUSSION
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}

{
	holsterType HLR_REPEATER
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}

{
	holsterType HLR_FLECHETTE
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}


{
	holsterType HLR_DISRUPTOR
	boneIndex HOLSTER_NONE 
	posOffset "-6, -2, 1"
	angOffset "-90, -10, 0"
}

Re: New to skinning

Posted: Wed Mar 25, 2015 2:22 pm
by Karmarie Zar
It seems I have ran into an error with trying to load my textures into modview.

Re: New to skinning

Posted: Wed Mar 25, 2015 2:44 pm
by Evanin Dawnstar
I've always had problems with it tbh so I rely on what I've learned and test ingame, noting errors and fixing them as they come.

Re: New to skinning

Posted: Wed Mar 25, 2015 3:30 pm
by Karmarie Zar
I do require some help, if any one is willing to.

Skype: Karm-Will